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Custom Water
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Creating custom water in Call of Duty United Offensive brought to you by ={W}=DEVIL{LtCol}.
Ok basically what we want to do is to make our own custom textures behave like rolling ocean water (aka ship_ocean or mp_ship_ocean). Ok first make the texture in Adobe Photoshop (I just took the pondwater tga file and changed the colors around). Save this as lavawater.tga (no need for dds files really), and place it in you custom texture folder (Main/textures/MyCustomTextures). Ok now if you applied this texture to your water brush and compiled and played right now nothing would move or look like water. To make the water roll around like a violent sea we need to give the texture a custom shader. Now lets go into Wordpad or Notebook or (for whatever reason) Microsoft Word. What we want is the basic shader for water plus the rolling attributes. All this really is is copying and pasting from different shaders in the pak files. As a base we'll use the water.stype text:

Code:

{
qer_trans .5
// q3map_globaltexture
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
{
map $texturename
rgbGen exactVertex
}
{
map $lightmap
blendFunc filter
}
}




Notice that with only this the water will not actually rise and lower and do all that other ocean stuff - it will just splash when you throw stuff into it. Ok now to make the water behave like an ocean:

If you wish to see where this comes from, go into your pak4.pk3 file and find water.shader

this file gives us the shader attributes for every kind of water out there - including mp_ship_ocean. Find that section in the shader file. Notice in the opening lines we have a new line: deformVertexes...

!

Thats what makes the water roll about. All we do now is copy that line, paste it into our custom stype, and wallah! a shader that makes the water roll!

Code:

{
qer_trans .5
deformVertexes wave 1600 sin 16 16 0 .25
q3map_globaltexture
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
surfaceparm nolightmap
{
map $texturename
rgbGen exactVertex
}
{
map $lightmap
blendFunc filter
}
}




save this as Ocean.stype and go into your main folder. To get the stype to work we need to put it in 'Main/shadertypes/world'*

Now go into your texture folder, find that tga we created earlier, and rename it from MyWater.tga to Ocean@MyWater.tga - this applies that stype file to the texture.

apply this new texture, compile, and go watch your customly textured ocean roll about!

*I'm not sure why, but after a few compilations the shader stopped working and I needed to put another copy of the stype file into Main/shadertypes/model in order to get it to work again. This is just so you know incase the stype file ceases to work (using developer 1 should help you figure it out)

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